Model No. 2010
Guide No. 76654A
(AMAZ^A L TR0N) instructions
The amazing electronic maze game
• Eight different games—
• Over a million maze
• One and two player
• Electronic sounds —
music and "raspberry"
• LED indicators display
start and finish points
• Requires one 9 volt
You can play
right in the
palm of your hand
_ COLECO INDUSTRIES, INC., AMSTERDAM, N.Y. 12010 _
© 1978 Coleco Industries, Inc . Made in Taiwan
ONE "9" VOLT ALKALINE TRANSISTOR BATTERY RECOMMENDED.
To install battery, slide out battery door on bottom of unit and simply
snap one "9" volt transistor battery to the clip inside the compartment.
See illustration. Replace battery door.
NOTE: For extended operation, you may eliminate the need for a battery
by purchasing from your dealer a Coleco Model #2099 or #6041
9 Volt AC adapter. The AC adapter is plugged into AC JACK on side of
CAUTION: Use of any 9 volt adapter other than Coleco Models #2099
or #6041 may permanently damage your unit.
SLIDE OUT BATTERY
DOOR— INSERT BATTERY
The Maze Game consists of a playing field keyboard on which players
attempt to move from a designated "Starting Point" to another "Finish-
ing Point," via a hidden "maze" path.
Each square is numbered 1 through 25 for identification. The game has
six (2 player) competitive maze games and two (1 player) maze games.
Eight games in all.
There are characteristic tones and tunes to pace the game, to indicate
turns and scores, etc.
GREEN LED LIGHT
RED LED LIGHT
DESCRIPTION OF GAME CONTROLS AND FEATURES
1. POWER — "ON /OFF".
2. GAME SELECT PUSH BUTTON — Select programs PI through
P8 in sequence by advancing one program on each push. The dis-
play always indicates program number — until "START" button
3. START PUSH BUTTON— Will start game selected. The display
will be "blank" for a few seconds, then Starting Position will be dis-
played. Player places GREEN plastic marker on Starting Position —
display goes off. After a few seconds, the Blinking Finish Position
will be displayed. The FINISH (Red) Marker is placed on this square.
Display goes off, and GREEN song is played.
RED AND GREEN LED INDICATORS:
Red and Green panel lights indicate players turn to move marker.
1. "Raspberry" tone for incorrect move or not moving within the time
limit (10 seconds). Also indicates wrong starting or finishing points.
DESCRIPTION OF GAME CONTROLS AND FEATURES
2. "Tick-tock" — A ten second time limit for player to move his mover .
3. "Red Song" — A song will play indicating Red player's turn.
"Green Song" — A different song will play, indicating Green player's
"Winner's Song" — The familiar charge song will indicate winner.
Game is over.
TO PLAY THE GAME
Program 1: MAZE — 2 player
1. To start game — turn power ON. Display will always indicate Pro-
gram 1 and game 1 will play when START button is pressed.
2. Press START button. Display will be "blank" for a few seconds,
then lights up indicating the START square.
3. The starting position in display stays on. Player places GREEN
plastic START marker on the correct square. "Raspberry" sounds if
marker is placed on wrong square.
4. Next, the display lights up again blinking; showing the number of
the FINISH square. The FINISH (Red) Marker is placed on this
square. Display will not go off until marker is placed on CORRECT
5. GREEN light comes on and GREEN song plays; this signals green
player's turn. GREEN light stays on for ten seconds. A tick-tock
tone is played marking off the 10 second time limit. GREEN AL-
WAYS STARTS; ALL PLAYERS MUST WAIT FOR TICK-TOCK TO
BEGIN BEFORE MOVING. Player must move before time runs out.
6. Green player moves by placing his plastic mover on a square he
believes to be the next correct square in the Maze path (a connected
series of squares — no diagonals — see Figure 3) and pressing
lightly on the mover to activate the square.
If Green player "fails" to make a move within ten seconds, or if
he moves to a wrong square, he gets the "Raspberry" and his
Green light goes out.
7. If Green player moves to correct square, his Green song plays, the
green light comes on for another 10 seconds and tick-tock sound
starts again. WAIT FOR TICK-TOCK TO BEGIN BEFORE MOVING.
Green player must advance his mover again before 10 seconds or he
gets the "Raspberry" and green light goes off.
Whenever Green player makes a wrong move the "Raspberry"
sounds and green light goes off. Green player must leave his mover
on last correct move. The RED light comes on and Red song plays.
This signals Red player's turn.
8. Red player must move in same path as Green player. He cannot skip
to the green player's square directly. If and when he loses his turn,
he also gets the "Raspberry" and Red light goes out. Red player
leaves his mover on last correct move.
9. The FIRST player to reach the "FINISH" square wins the game. A
winner's song plays. Winner's color light "blinks". Display and
lights then go off. Display then comes on at the original program
10. Maze is ready for next game.
Program 2: BLIND ALLEY MAZE — 2 player
1. Press PROGRAM SELECT button until display indicates "P2."
2. This game plays same as PROGRAM 1, except that a BLIND ALLEY
may occur at any position. A BLIND ALLEY is a move that is shown as
correct by the AMAZE-A-TRON game, but is not really on the MAZE
PATH. All subsequent moves will be wrong. Once a player finds him-
self in a BLIND ALLEY, he MUST REVERSE HIS DIRECTION and find
the CORRECT PATH. . , , , , , , — ,, ,
A = PRESENT POSITION
B = CORRECT MOVE
C = BLIND ALLEY
13 14 15
1 16 I
(CON'T NEXT PAGE)
3. If player is on square 11 and moves to square 12, it may be shown
as a correct move. Now squares 7, 13 and 17 are all incorrect moves.
Player must return to square 11 and then to square 16 to find correct
maze path. Blind Alley may occur at any position along the path.
Program 3: BACK TO START MAZE — 2 player
1. Press PROGRAM SELECT button until display indicates "P3."
2. Game plays same as PROGRAM 1, except when a player makes a
wrong move (gets the"Raspberry"), his color goes out and HE MUST
MOVE HIS MOVER BACK TO THE "START" SQUARE AND PRESS
DOWN ON THAT SQUARE VERIFYING HE IS BACK TO "START."
Only this starts the sequence for the next player to take his turn.
Markers have convenient holders in which movers may be held.
3. When a player takes his turn, he must always start from the original
"START" square and remembering the correct moves the player fol-
lows the same path, trying to complete the path to the FINISH square.
4. Each time a player gets the "Raspberry" he must return to the origi-
nal "START" square and START ALL OVER AGAIN.
Program 4: BLIND ALLEY, BACK TO START —
1. Press PROGRAM SELECT button until display indicates "P4."
2. Game plays same as PROGRAM 2 (BLIND ALLEY) except player
MUST RETURN TO ORIGINAL "START" SQUARE after a wrong move
and START ALL OVER AGAIN.
Program 5: SOLITAIRE MAZE — 1 player
1. Press PROGRAM SELECT button until display indicates "P5."
2. Single player version of PROGAM 1. Use green plastic marker.
Program 6: SOLITAIRE, BACK TO START — 1 player
1. Press PROGRAM SELECT button until display indicates "P6."
2. Single player version of PROGRAM 3. Use green plastic marker.
When player makes a wrong move HE MUST RETURN TO ORIGINAL
"START" square and press down on square to initiate his next turn.
Remembering the maze path from previous moves, player will follow
same path but this time try to find the next correct square to the
MAZE and so on to the FINISH marker.
Program 7: OPPOSITE START — 2 player
1. Press PROGRAM SELECT button until display indicates "P7."
2. Press START button.
3. DISPLAY and RED light comes on indicating the "START" square for
the Red player, Red song plays. Red player puts his (Red) plastic
marker on "START" square and PRESSES down on "START" marker
to verify correct location. DISPLAY and RED lights go out.
4. GREEN light and DISPLAY come on, showing "START" position for
GREEN player ONLY. GREEN player puts his start marker on his
"START" square pressing down on marker to verify correct location.
5. Two players now alternate taking turns as in PROGAM 1. (RED
PLAYER ALWAYS STARTS).
6. End of game occurs when one player reaches the starting point of the
other player. A win is indicated with winner's song and winner's color
blinking. See Figure 4.
m E SB
Program 8: OPPOSITE START, BACK TO START —
1. Press PROGRAM SELECT button until display indicates "P8."
2. Press START button.
3. Same as PROGRAM 7 (OPPOSITE START) except that each LOSS OF
TURN (sounded by the "Raspberry") requires that his plastic mover
be returned to that player's original "START" square. PLAYER MUST
PRESS START SQUARE BEFORE NEXT PLAYER CAN MOVE.
4. When player takes his turn, he must start from the original "START"
square and remembering the maze, reproduce the same correct
moves trying to find the correct conclusion to the maze path.
5. First player to reach the starting point of the other player WINS.
GOOD LUCK! To start new game — press "START" button.
NOTE: Should players decide to stop playing during any game and play a
different game, the POWER must be turned "OFF." To start the new game
— turn power BACK "ON." Press PROGRAM SELECT button until dis-
play indicates game desired.
• ALWAYS BE SURE GAME IS TURNED OFF TO AVOID BATTERY DRAIN.
• IF GAME FAILS TO OPERATE AFTER PROLONGED PLAY, YOUR BAT-
TERY IS PROBABLY NEARLY WORN OUT OR DEAD. REPLACE THE
BATTERY. ALKALINE BATTERY IS RECOMMENDED.
• BE SURE TO UNPLUG AC ADAPTER UNIT FROM WALL OUTLET WHEN
GAME IS NOT IN USE.
• DO NOT ATTEMPT TO OPEN GAME, IT DOES NOT CONTAIN ANY
Printed in U.S.A.